The Warlock of Firetop Mountain by Ian Livingstone and Steve Jackson

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184

You are alone in the Boat House and have some time to search before the Skeletons will inevitably return.

You may either search the drawers (322) in the room, or may investigate the tools (34) before they come back.

As you begin to search you hear a noise from behind the door in the north wall.
 
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185

The hand withers and shrinks back into the floor.

At the same time, the other hands stop dead and slowly fade away downwards into the tiles.

You decide this time to step on the star-shaped tiles, and step carefully across to the door in the north wall.

The door opens.

Add 2 luck points.

Click here [162].
 
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188

He now stands just under two metres tall.

He advances towards you.

His body is hairy.

His teeth are pointed.

His eyes flash.

His fingernails are sharp claws.

His nose has become a rat-like snout.

He is a WERERAT!

WERERAT - SKILL 8 STAMINA 5

Resolve your battle with him.

If you win [342].

If you decide to Escape, you may run over the rickety bridge (209).
 
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The door opens into a short corridor which ends several metres ahead at another door, similar to the one you have just come through.

You listen and hear nothing.

You try the handle and it turns, allowing you into another room of a similar size.

But this room is splendidly decorated, with a polished marble floor and rough walls painted white.

On each of the four walls hangs a painting, and there is another door in the north wall.

You can either go straight through the room (90) or you may stop to look at the paintings (25).
 
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191

He shrieks and hides behind his desk.

He is terrified of your aggressive manner.

His squeaky little voice explains that he is the Maze-master in charge of The Maze of Zagor.

You talk to him and reassure him that you mean no harm and he eventually comes out from behind the desk.

He sits down and as his confidence returns, a strange thing happens.

His manner becomes firm and self-assured.

He refers to a book, points his finger and the book slips from the shelf and floats on to the desk in front of him.

You deduce that he is a Wizard of some power; perhaps even the dungeon Master himself, come to investigate you.

You ask him the way out of the maze.

He tells you to leave by the south door, walk past a door on your right until you can go no further and turn left.

Go over a crossroads and turn left at the next one.

If you take his advice, leave through the south door and keep going until you reach the second crossroads Click here [308]
If you leave through the south door but intend to make your own way roundClick here [392]
If you leave via the west doorClick here [46]
 
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The door opens and you enter a small room.

Your eyes widen as you look around to see that the walls of the room are covered in ornate stonework.

Mosaics and marble inlays give this room a kind of beauty you have never seen before.

In a corner of the room is a large metal statue of a one-eyed creature.

In its single eye is a sparkling jewel.

As there appear to be no other ways through the room, you will have to go back to the junction - but that large jewel is very tempting.

Will you leave it alone and go back to the junction (93) or try to take the jewel with you (338)?
 
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194

You load the bow and fire, but despair as the arrow flies through the air directly at him, stops centimetres from his chest and falls to the floor.

He looks up and smiles at you with an evil, gloating smile.

What can you do:

Draw your sword and advance?Click here [142]
Try something else from your backpack?Click here [105]
 
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This is a rather unlikely story, considering that they see very few humans around.

Nevertheless, Skeletons are pretty dim - you knew this and that's why you tried the story.

Roll one die.

If you roll a 1 or 2, they don't believe you and keep on advancing.

Click here [140].

A 3 or 4 means that they aren't sure, and send two of their number off through the north door whilst the rest hold you at bay with their weapons.

Click here [164].

A roll of 5 or 6 means they've believed you and they all get back to work!

Add 2 luck points.

Click here [9].
 
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196

You search the room.

Try as you may you cannot find the secret switch to open the door in the bookshelf - the old man must have locked it from the inside.

You do find 5 Gold Pieces in a drawer in the table.

You decide to return to the junction to the south [280].
 
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197

At the top of the stairs the passage turns sharply to the east.

As you pause to get your bearings, you hear a creaking in the rock behind you.

You spin round in time to see a heavy portcullis drop to seal off the passageway behind you.

Your only way now is forward!

You may either press on forward (48) or may check the walls for secret passages (295).
 
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198

One of the keys turns, but the other two will not fit.

As you struggle to try to make them turn, you hear two small clicks and then 'pings' as two miniature darts shoot from the chest at you.

You leap backwards to try to avoid them, crack your head on the wall behind you, and slump to the floor, unconscious.

Test your Luck.

If you are Lucky, the darts miss you, and you awake with a sore head.

Lose 2 stamina points.

If you are Unlucky, the darts strike and you never recover consciousness.

If you were Lucky, you may try different keys (remember - one of the keys you just used fits perfectly).

Add the key totals and turn to that page.

If you have tried all combinations for the keys that you have, you bury your head in your hands and weep after having got so far.

You are so near to achieving your objective, but you will have to try again.

Re-enter the dungeon - but remember to look for keys as you progress!
 
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199

The passageway ahead widens and you can see ahead a large cavern.

As you shine your lantern around it you can see crude stone weapons on the floor and a smouldering fire in the centre of the cave.

But you see no way through.

As you turn to make your way back you stop in your tracks to see two Neanderthal CAVEMEN barring your exit.

They grunt aggressively at you.

You draw your sword and must prepare to fight.

SKILLSTAMINA
First CAVEMAN76
Second CAVEMAN64


Fight them one at a time.

If you win, leave the cavern and return to the junction [283].

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201

You sink to the floor.

You pull the dart out and decide to bandage the wound.

This gives some relief, but you still feel weak.

You decide to take it easy and examine the contents of the chest, but if you wish you may eat some Provisions here.

There are 25 Gold Pieces and the label on the bottle shows it to be a Potion of Invisibility, good for one dose.

The glove is a mystery.

You may put any or all of these into your haversack and leave the room [293].
 
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202

You place the helmet on your head.

It fits well.

Suddenly a searing pain flashes across your forehead.

You cannot think straight.

This helmet is cursed and, try as you might, you cannot remove it!

Reduce your skill score by 1.

The pain soon subsides, but you still cannot shift the helmet.

You stagger back to the junction, trying desperately to compose yourself.

Click here [87].
 
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203

Add 1 point to your luck for defeating the Werewolf.

You may rest and eat Provisions if you wish.

As you look around the room there appears to be little of use, although the bunch of keys looks interesting, particularly the one marked 'Boat House'.

None are numbered.

You may take the keys if you wish.

There are doors to the west and south.

If you open the west door [38].

If you want to go south [66].
 
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204

The old man does not look up from the table, but his devilish little pet eyes you suspiciously and starts chattering in a small squeaky voice.

The old man grunts and asks you whether you are game for a wager.

Will you accept (you may only do so if you have at least one Gold Piece with you)?

If so, Click here [130].

If not, you may either leave the room (280) or attack the man (377).
 
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The door opens and you find yourself in a dark crypt of some kind.

The room is very large.

At one end is an altar, and various coffins are strewn about the room.

There is a door behind you in the south wall, and also one in the west wall.

If you want to investigate the room further [254].

If the place gives you the creeps, you can leave via the west door (380).
 
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206

You enter a large square room.

In the centre of the room is a grey-haired old man sitting at a desk.

His desk is covered in papers and parchments of various sorts and he holds a long quill pen.

He is surrounded by books.

Thousands of them line the shelves around the walls, from floor to ceiling.

As you enter he looks up at you.

Will he recognize you?

If you have been in this room before [284]; if not [341].
 
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207

Going through the door you enter a large room.

Various bits of wooden debris are strewn untidily across the floor.

Apart from your entrance door, there is also a door in the north wall.

In one corner is a crude wooden desk with a box on it.

In another corner, apparently asleep (or dead), is a hideous-looking man-sized creature with warty skin, wild hair and long claws for fingernails.

Will you tiptoe out through the north door (83) or tiptoe across to the desk to look at the box (154)?
 
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209

The timbers of the bridge are rotting and decayed from years of neglect.

A single plank snaps under your toot.

Roll one die.

A roll of 6 sends you splashing into the river below - Click here [158].

A roll of 1-5 means you regain your footing - Click here [47].
 
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211

Wights are vulnerable only to weapons made of solid silver.

If the weapon you are using is not made of silver, have one more Attack Round.

Remember that any wounds he inflicts on you will count, but your wounds will not harm him, and he will still be at full strength (skill 9 stamina 6) unless you have chosen a silver weapon.

It you have a silver weapon, you had better use it now [173].

If you have not, or if you have suffered enough damage, you'd better run for the north door [360].

Remember that you are Escaping here and he inflicts a final wound as you flee.
 
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212

The parchment is well worn and almost illegible.

It is a map of some sort, headed 'The Maze of Zagor'.

You can make little sense of it, although a room to the north is marked '. . . GER' and another to the east is marked 'SM. . . P. . .LE'.

You fold up the map and put it in your pocket.

If you have not yet tested the liquid and wish to do so, Click here [369].

Otherwise, you can make your way northwards (120).
 
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213

The door is locked.

You may try to charge it down by rolling two dice.

If the number rolled is equal to or less than your skill score, the door bursts open [36].

If the number is greater than your skill score, the door remains locked, you lose 1 stamina point for your bruised shoulder and you must progress up the passage [314].
 
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214

Facing northwards, the rock face is smooth and glistening with moisture.

Moss of many different hues grows on the surface.

There is an eerie silence punctuated only by the splashing's of the river as it flows behind you.

You have three options:

A passage runs off to the north-west. If you take this routeClick here [271]
A large timber door is directly in front of you in the middle of the rock face. If you open the doorClick here [104]
Another passage runs out along the river eastwards. To follow this along the riverbankClick here [99]
 
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215

You reach into your pack for the stick only to find it split in two pieces!

It has broken during your adventure.

What else can you try:

Draw your sword and advance?Click here [142]
Try something else from your pack?Click here [105]
 
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216

The water is refreshing.

As you drink more you feel a glow spreading through your body as if you were drinking at the fountain of life.

Add 4 stamina points, and restore your skill and luck scores to their Initial levels.

The fountain of life for you must be the fountain of death for the evil Goblins.

You may eat Provisions here.

When you have rested, leave through the north door [384].
 
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217

The stake narrowly misses the Vampire's head.

As you watch it travel, you pick up the creature's gaze again.

He beckons you towards him once more.

Your will has gone [118].
 
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You are on the south bank of an underground river facing across its black depths.

There appear to be four ways of crossing.

To your left, a rusted bell bears the sign: 'Ferry Service 2 Gold Pieces - Please Ring.'

There is a small raft in front of you on the bank with a long stick resting beside it: you could punt across the river.

A rickety old bridge crosses on the right.

If you don't trust any of these, you may swim.

Which will you choose?

Ring the bell Click here [3]

Punt the raft across Click here [386]

Risk the bridge Click here [209]

Swim Click here [316]
 
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220

He is enraged by your pleasantries.

He waves his hand in the air, mumbles a few strange syllables and then points at you.

You feel your head spinning and pass out.

You awake in a dead-end passage.

Click here [171].
 
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222

You walk up a long corridor, round a sharp hairpin bend at the top and finally along an east-west corridor, eastwards to a crossroads.

Click here [85].
 
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